@target said in Payment Model info and post release strategy:
@basileus said in Payment Model info and post release strategy:
Warframe is particularly significant to Fractured I feel, as it runs on procedural generation as well, unlike EVE
Except for asteroids, Fractured doesn't run on procedural generation the same way Warframe does. They use procedural generation to generate the world instead of crafting the landscape and placing everything by hand. It's procedurally generated the same way Elder Scrolls Oblivion is.
There are elements of its business model that can be borrowed (like Prime Access), but Warframe's business model is so incredibly specific to Warframe that I can't see it translating well into any other game. A huge part of why it works is because Warframe is mostly non-competitive. If you introduce the same economic system into any game with PvP or other forms of competition, it turns into a pay to win mess.
I'm against any payment model that includes the ability to open your wallet for in game wealth. Fractured already has a box price, a cash shop, and a vip subscription. If it needs to further supplement its business model, a non-p2w option is a cosmetic version of Warframe's prime access or Path of Exile's supporter packs.
Actually, the devs have said that the in game world for Fractured is procedurally generated as well. It was in one of their videos (the very first gameplay footage one I believe). There is simply no way that a 8 man team can create a handcrafted world at all, and if they were trying to do this, the game would die very soon post-launch (no ability to update). As for players opening their wallets for in game wealth, that is generally not a problem, as people still have to generate in game wealth in the first place. The VIP sub is unlikely to be a great source of income without the ability to buy it with in game resources (and therefore the whales will have plenty of premium currency to spend on in game items, while F2P players will be able to access the premium content). We should all be concerned with making this game as profitable and as friendly to F2P players as possible. Furthermore, it's highly likely that the box price for fractured will have to be dropped post launch. Even AAA level games like SWTOR and EVE Online went F2P (and made a profit after that); a high barrier of entry to an indie game is generally not a super good idea. Things like founder packs are a great way to establish a seed fund, but it is a one off cash injection, not a constant revenue stream that can continue to support game development years into the future.
@jetah In EvE, some of the most powerful guilds in the game simply had way more F2P grinders, like Goonswarm back in the day (even back before the game went F2P, I easily played it for free as it only cost 500 million ISK per month of sub, and I could easily get billions a month). An individual can never outspend thousands of F2P grinders coordinated in an effective fashion with actual logistics and a chain of command. Besides, Fractured itself claims that most progression is sideways; as such paying for in game resources (especially the buying from players part, which means that someone must play the game for these resources to be generated) cannot be P2W as long as this holds true, as anything you buy will be sideways progression at most (aside from knowledge points, which I believe requires the game itself to be played, and that is the only real upward progression that the devs have indicated). Our progress will be measured in knowledge and reputation, and so long as the devs ensure that this cannot be bought and one must play the game to attain it, it will not fall into the P2W territory.
Bottom line is, I really want the game to succeed, but it will not do so if it doesn't have a viable business model. Relying on subs and an 8 man team to generate cosmetics (who also have to constantly churn out updates and new content; many games end up in a state where the devs focus solely on cosmetics in a desperate attempt to recoup costs until the game implodes from a lack of updates) in a niche, indie, B2P (a.k.a high barrier to entry) game is not going to be possible.
The only way the game (and any modern "games as a service" style of game) will survive long term is if the devs can create a constant revenue stream, hire more people (generally I think most games on this scale runs with at least 30 people) in order to constantly churn out even more content, use said content to attract more players etc until the game gets to the point where the revenue stream outstrips the costs of all hires (any needed new ones and old), rental cost, marketing etc. The game needs to be self sustaining, and it's highly likely that the first year will be complete cash burn (much like any business, and this is ignoring the initial development cost which is 100% cash burn with no revenue aside from cash injections from kickstarter and investors). The earlier we can sort this out, the easier it will become to create a consumer friendly F2P model that also generates a strong revenue stream. As for Warframe being a PvE grinding game, well the fact is that most MMOs are also PvE grinding games, so it is a great comparison point; we just aim to have better PvP too. Even games famous for their PvP content usually has a ton of PvEers doing all the boring grind work that powers the rest of the economy. Imagine PvEers as serfs, and PvPers as lords who spend the serfs' hard work waging endless war amongst themselves; for this type of game to be successful, both playstyles need to be innately fun and rewarding (much like EVE Online in this case). This means constant updates, constant changes. And to do that, we need the game to be very profitable while still being consumer friendly; if games like Warframe has offered us a look at what a successful model looks like, then we should imitate it. Like Machiavelli states, if you're not a true genius, just imitate them and we'll at least get a shadow of their success.